dialogue

Contents

Automatrons are specially crafted companions designed by the Sole Survivor to suit their own personal needs. They can be created, upgraded and renamed at a robot workbench, provided the resource requirements are met. They start with protectron parts without any armor, but individual parts from other robots can be scavenged, then built and attached, and upgraded further with quality armor attachments to meet (or exceed) factory quality.

Created automatrons can have one of nine different voices, many with similar functionalities. All automatrons start with the male voice selected.

The first four similar voices are the male, female and the relative processed variants of each. The voices all sound like well spoken servants, with the normal variation sounding like well recorded voices and the processed variants sounding more mechanical and modified. This voice type has personality subroutines that can be activated by selecting yes when requested when the robot is first created or by navigating through dialogue when the automatron is the current follower. These voice types are the only voice types that allow one to command the robot to self destruct, this is accomplished by navigating to the self destruct dialogue and giving the requested secondary confirmation, the unit will then begin the self destruct sequence and count down from ten, then it will explode.

Another set of similar voices are the assaultron and sentry bot voices, both having the same voice lines, mimicking the voices of the respective robots. When asked to initiate personality subroutines both voices also respond with "ERROR, command not recognized," although there are cases of both sentry bots and especially assaultrons with personalities; they respond the same when asked to self destruct.

The last three voices are different sounding beeps and clicks (beep-click, beep-dark and beep-bright). Robots with these voices appear to exhibit emotion, but have no programmed personality subroutines in-game, and other robots upon encountering them may be heard exclaiming something along the lines of "your personality appears to be an error in your program, have you considered having it purged." Robots with this voice type will respond with a (negative beep) when asked to self destruct. Which means it is impossible for automatrons with the last 3 voices to self-destruct.

Automatrons will almost always fight on the side of the Sole Survivor, but may turn against them if they attack a settlement that the robot is a part of or was recently part of, even if they are the Sole Survivor's current companion.

If one doesn't want to rely on the random chance of finding mods on robot bodies, they may want to invest in the Science!, Robotics Expert, Blacksmith, Gun Nut and Armorer perks, as they're a requirement when it comes to crafting some of the more advanced parts.

When building an automatron, the head and both arms are optional - an automatron can be finished without them, although in such a case it will usually be lacking means of inflicting damage or interacting with its surroundings, as demonstrated by Bosun aboard the USS Constitution.

Robot parts can be freely mixed with almost no restrictions, enabling the player character to create unique automatrons with a range of utility and offensive capability.

Description: The fastest leg type available, the Mr. Handy thruster allows an automatron to quickly zip from enemy to enemy.

Assaultron legs

Perks required to craft: Science! - Rank 1/Armorer - Rank 1

Description: Although the assaultron legs don't offer quite as much mobility as the Mr. Handy thruster, they're a better choice for beefier 'bots, as more armor parts can be added to them.

Sentry legs

Perks required to craft: Science! - Rank 3/Robotics Expert - Rank 1

Description: Offering the best carrying capacity and a ton of health, the sentry legs are the choice for a tank-like robot. The only real downside is that with these legs, one's mechanical partner may not be able to move all too freely in enclosed spaces and will be fairly loud.

The amount of Automatrons that can be constructed is infinite, as is the number that can populate a settlement. They do, however, take up settler slots as long as the settlement is not at capacity.

They can be used to steal items and are one of the few companions who will do this.

Automatrons can be assigned to a settlement to do jobs even if the settlement is already at maximum population.

Despite Protectron and Mr. Handy templates being available for Automatrons, their voice-types are not available for customization.

Automatrons, same as other types of robots, require a robot repair kit when down in combat.

With Nuka-World installed, modifications based on the various robot types (Galactron, Nukatron, Nuka-World mascot, etc.) that are found in the park will become unlockable.

Automatrons can be picked up and moved in workshop mode as if they were furniture, regardless of whether or not they are currently following the Sole Survivor.

When an Automatron with the legs of a sentry bot or robobrain is assigned to a guard post, they will visibly shrink in size to fit within the post's radius.

Automatrons that aren't currently following the Sole Survivor are neither flagged as essential like companions nor protected from death like regular settlers. It is fairly common for defending automatrons to be destroyed quickly by high-level enemies during late-game settlement raids, even if the automatron in question is a fully upgraded sentry bot. Robots lost in such a way do not leave anything in terms of salvage behind; their corpse does not contain any loot one could use to rebuild the machine. Considering the vast amount of resources one has to pour into their construction, building dedicated automatrons for defense purposes is therefore ill-advised. Using the console command setessential 01001eed 1 can negate this.

Robots assigned to provisioners may become the target of Kidnapped Trader quests. This seems to be unintentional, as if this happens the robot's voice will be silent during the quest.

Any settlement that hosts at least one automatron will become the target of raiding parties formed by Rust Devils. These may include very powerful robotic enemies when the Sole Survivor is at a high level.

In Survival, any automatron accompanying the Sole Survivor that goes down must be repaired with a robot repair kit. If they are left unattended, they will automatically be destroyed instead of returning to their dismissed settlement.

pcps4xboxone Any automatron may turn hostile upon encountering robots in other locations, causing other NPCs in the same faction to also turn hostile. This has been known to apply to the following locations, with the exact conditions remaining unknown.[verified]

pcxboxone Ada will quickly float around after the player character's first encounter with her.[verified]

pcps4 Automatrons with a robobrain head will occasionally fire their mesmetron at the Sole Survivor instead of hostile targets.[verified]

xboxoneps4pc After using Kellogg's terminal, all named automatrons' names will revert back to "Automatron" once interacted with and cannot be changed back to anything else. [verified]

pc Possible fix is a preemptive one. When instructed to use the terminal, do not. Instead open up the console and type "setstage mq106 1000," this will skip the step to use the terminal and move onto the next objective. You may have to use "tcl" to clip through the maglocked doors that can be opened using the terminal. When creating or renaming a robot, you should be able to rename the Automatron and keep the name.

ps4xboxone When selecting an automatron companion in workshop edit mode, it will prevent you from dismissing them. To fix this edit one item on the automatron, then use the dismiss dialogue. [verified]

xboxonepcps4 When assigning an automatron to a vendor position they will not initiate the vendor dialogue when talked to.[verified]

pcps4 If building an automatron with a sentry bot build (torso, arms, legs and head) and shoot it in the head, it might turn into a protectron (protecton animations and AI on the sentry body).[verified]

The same thing may happen if sending an automatron to a settlement on The Island.[verified]

pcxboxone Any automatron created may also randomly turn into protectron for no apparent reason.

ps4 If building an automatron with a sentry bot build (torso, arms, legs and head) then assigning it to a guard post, it will shrink in size while remaining still, then revert back to normal size upon leaving.[verified]